Skip to content

Giants

Supremely well adapted to harsh environments, giants thrive in extreme conditions. Fire giants build floating cities in the hearts of volcanic calderas, while stone giant villages dot the tallest mountains. Most people often go their entire lives blissfully unaware of the local tribe of giants living atop the nearby mountain range. This is for the best, as few "smallfolk" structures can survive even a handful of sufficiently motivated giants.

Adaptable and Elemental

Giants physically resemble the territory they inhabit. A band of frost giants doesn't simply live on a glacial mountainβ€”they're part of that mountain, and it's part of them. Fire giants exude heat like a roaring volcano. Sages have long debated the question, "Does the environment shape a giant, or does the giant shape their environment?"

Distant Cousins

Humanoid scholars generally assume that all giants are related, though giants don't view each other as kin by default. When different giant communities interact, the results depend heavily on the individuals involved and the relationships between their cultures. For instance, stone giants rarely get along with hill giants, as hill giants often detest stone artisanship. Meanwhile, frost giants gladly recruit hill giants into raiding parties if they're willing to be in the vanguard.

Fire Giants

Hailing from sweltering deserts and deep caverns of roiling magma, fire giants embody the passion and ruthlessness of their namesake element. Though they have a reputation for violent growth and expansion, their lesser-known side is a deeply spiritual one, guided by introspection and understanding.

Fire giants rarely wear armor, as their bodies heat to extreme temperatures while they fight, causing leather to melt and metal to deform. They instead hone their own bodies into perfect weapons of war.

Frost Giants

Born of soaring, frigid peaks, frost giants master their environments to rule mountain ranges and build fortresses of unyielding ice. When frost giants march, a blizzard grows overhead, accompanying them like a war banner. To frost giants, battle is a way of life, camaraderie, and glory.

Where frost giants make their homes, a unique form of ice sprouts into flowering crystalline structures. Frost giants harvest this ice, known as issenblau in their dialect, and fashion it into weapons as hard and sharp as steel, which can be used in any environment without melting.

Hill Giants

Of all the giant cultures, hill giants are the most likely to interact with humanoids. Hill giants and smallfolk both love to live in places with rolling, fertile fields, and both appreciate the beauty of nature. However, these commonalities can be quickly forgotten if evil hill giants band together to claim the land solely for themselves, or if the smallfolk let fear of the large get the best of them and attempt to drive off their bigger neighbors. Most hill giants want to be left in peace, but when one is pressed, they can demolish a smallfolk village in minutes.

Most hill giants spend so much time in quiet peace that sudden flashy sights and loud noises can draw their attention. In battle, such distractions can draw a hill giant's ire, making them switch from one target to another.

Stone Giants

Fascinated by the act of creation, stone giants carve cities out of ancient caverns, mine precious metals and gems, and craft relics worthy of glory. To many a stone giant, artisanship is the highest calling, and all their creations are crafted with an eye to beauty and longevity.

Stone giants are made of the same kinds of rocks that form their homesβ€”sandstone, marble, granite, and even basalt. Their stone bodies not only protect them from attack, but also provide them with an additional outlet for self-expression. They often carve runes into their skin, which serve a wide variety of artistic and cultural purposes.

Giant Languages

Most giants speak their kind's dialect of High Kuric. Many hill giants also know Caelian.

Giant Malice (Malice Features)

At the start of any giant's turn, you can spend Malice to activate one of the following features.

πŸ”³ Hurl Landscape (3 Malice)

Area, Ranged, Weapon Main action
πŸ“ 4 cube within 10 🎯 Each enemy in the area

Effect: A giant unearths a structure, hazard, or chunk of the encounter map and launches it to fill the area. Each target makes an Agility test.

  • ≀11: 18 damage; prone and can't stand (save ends)
  • 12-16: 14 damage; prone
  • 17+: 9 damage

❇️ Bellow (5 Malice)

Each giant in the encounter takes a deep breath and yells, pushing each creature within 3 squares of them up to 10 squares. A creature who can be pushed by more than one giant is pushed by one giant of your choice.

πŸ”³ Titanic Tear (7 Malice)

A giant creates a fissure along the ground, either in a 15 x 2 line within 1 or a 10 x 3 line within 2, and that opens up to a depth of 6 squares. Each giant in the area can shift into the nearest unoccupied space outside the fissure. Each non-giant in the area makes an Agility test.

  • ≀11: 10 damage; the target falls into the fissure, and is prone and can't stand (EoT)
  • 12-16: 10 damage; the target is prone and hanging onto the edge of the fissure
  • 17+: The target can shift into the nearest unoccupied space outside the fissure.
Fire Giant Fireballer
Fire Giant, Giant - Level 9 Minion Harrier EV 11 for four minions
4
Size
7
Speed
13
Stamina
5
Stability
3
Free Strike
Fire 9
Immunity
-
Movement
- +3 bonus to speed
With Captain
-
Weakness
+4
Might
+2
Agility
0
Reason
+2
Intuition
+1
Presence

❇️ Blazing Leap (Signature Ability)

Area, Weapon Main action
πŸ“ 1 burst 🎯 Each enemy and object in the area

Power Roll + 4:

  • ≀11: 2 fire damage
  • 12-16: 5 fire damage; push 1
  • 17+: 6 fire damage; push 2

Effect: The fireballer can jump up to 4 squares before using this ability.

⭐️ Searing Skin

Whenever an adjacent enemy grabs the fireballer or uses a melee ability against them, that enemy takes 5 fire damage.

Frost Giant Snowblaster
Frost Giant, Giant - Level 8 Minion Artillery EV 10 for four minions
4
Size
7
Speed
12
Stamina
5
Stability
4
Free Strike
Cold 8
Immunity
-
Movement
- +3 damage bonus to strikes
With Captain
-
Weakness
+3
Might
-1
Agility
-1
Reason
+4
Intuition
+2
Presence

🏹 Slushfall (Signature Ability)

Magic, Ranged, Strike Main action
πŸ“ Ranged 12 🎯 One creature or object per minion

Power Roll + 4:

  • ≀11: 4 cold damage
  • 12-16: 7 cold damage
  • 17+: 9 cold damage; prone

⭐️ Kingdom of Isolation

The snowblaster is surrounded by a snowstorm. Any enemy who starts their turn within 2 squares of the snowblaster can't shift.

Hill Giant Mosstooth
Giant, Hill Giant - Level 7 Minion Brute EV 9 for four minions
4
Size
6
Speed
13
Stamina
5
Stability
4
Free Strike
Damage 3
Immunity
Climb
Movement
- +3 damage bonus to strikes
With Captain
-
Weakness
+4
Might
-1
Agility
-1
Reason
-1
Intuition
-1
Presence

πŸ—‘ Swing (Signature Ability)

Melee, Strike, Weapon Main action
πŸ“ Melee 3 🎯 One creature or object per minion

Power Roll + 4:

  • ≀11: 4 damage
  • 12-16: 7 damage
  • 17+: 8 damage; grabbed

Effect: The mosstooth can use a creature or object they have grabbed as a weapon for this ability, dealing an extra 5 damage to that creature or object and the target. They then end the grab and leave the creature or object prone in an unoccupied space adjacent to the target.

⭐️ Distracted

Whenever the mosstooth targets a creature or object with an ability, any enemy within distance of the ability can use a free triggered action to distract the mosstooth. The mosstooth targets that enemy instead.

Sand Stone Giant
Giant, Stone Giant - Level 8 Minion Controller EV 10 for four minions
4
Size
7
Speed
14
Stamina
10
Stability
3
Free Strike
-
Immunity
Burrow
Movement
- +6 bonus to Stamina
With Captain
-
Weakness
+4
Might
+2
Agility
0
Reason
+3
Intuition
0
Presence

πŸ—‘ Buried in Sand (Signature Ability)

Magic, Melee, Strike Main action
πŸ“ Melee 3 🎯 One creature or object per minion

Power Roll + 4:

  • ≀11: 3 damage; slide 2
  • 12-16: 6 damage; slide 3; A < 3 restrained (save ends)
  • 17+: 8 damage; slide 4; A < 4 restrained (save ends)

⭐️ Stonebreaker Flesh

Whenever an enemy obtains a tier 1 outcome on a melee ability used against the sand stone giant, they take a bane on that ability until the end of the encounter.

⭐️ Stone Steps

The sand stone giant ignores difficult terrain.

⭐️ Stone Swim

The sand stone giant can burrow through stone, but can't drag other creatures underground when they do so.

Basalt Stone Giant
Giant, Stone Giant - Level 8 Elite Controller EV 40
4
Size
7
Speed
207
Stamina
10
Stability
8
Free Strike
-
Immunity
Burrow
Movement
- -
With Captain
-
Weakness
+4
Might
+2
Agility
+1
Reason
+2
Intuition
+1
Presence

πŸ—‘ Rune-Signed Blade (Signature Ability)

Magic, Melee, Strike, Weapon Main action
πŸ“ Melee 3 🎯 Two creatures or objects

Power Roll + 4:

  • ≀11: 12 damage; M < 2 slowed (save ends)
  • 12-16: 17 damage; M < 3 slowed (save ends)
  • 17+: 21 damage; M < 4 slowed (save ends)

Effect: If a target was already slowed, that condition continues but their speed is 0 until the end of their next turn.

βš”οΈ Forked Knife (3 Malice)

Melee, Ranged, Strike, Weapon Main action
πŸ“ Melee 3 or ranged 12 🎯 One creature or object

Power Roll + 4:

  • ≀11: 10 damage; A < 2 restrained (save ends)
  • 12-16: 16 damage; A < 3 restrained (save ends)
  • 17+: 20 damage; prone; A < 4 restrained (save ends)

Effect: The knife lands in the target's square, and has 30 Stamina and damage immunity 5. Whenever the knife takes damage, it deals 4 sonic damage to each enemy within 3 squares. The knife lasts until the end of the encounter, and can't be picked up or manipulated.

πŸ‘€ Cobblestone Shape

- Maneuver
πŸ“ Self 🎯 Self

Effect: The basalt stone giant moves up to their speed. Each square that they leave during this move is difficult terrain for enemies. Giants ignore this difficult terrain.

❗️ Resonate Rune

Area, Magic Triggered action
πŸ“ 2 burst 🎯 Each enemy in the area

Trigger: The basalt stone giant takes damage.

Effect: The target is pushed up to 3 squares, or if they have A < 3, they are pushed up to 6 squares and knocked prone.

⭐️ Stonebreaker Flesh

Whenever an enemy obtains a tier 1 outcome on a melee ability used against the basalt stone giant, they take a bane on that ability until the end of the encounter.

⭐️ Stone Steps

The basalt stone giant ignores difficult terrain.

⭐️ Stone Swim

The basalt stone giant can burrow through stone, but can't drag other creatures underground when they do so.

Fire Giant Lightbearer
Fire Giant, Giant - Level 9 Elite Support EV 44
4
Size
8
Speed
200
Stamina
5
Stability
9
Free Strike
Fire 9
Immunity
-
Movement
- -
With Captain
-
Weakness
+4
Might
+2
Agility
0
Reason
+4
Intuition
+1
Presence

πŸ—‘ Flamelash (Signature Ability)

Magic, Melee, Strike Main action
πŸ“ Melee 6 🎯 Two creatures or objects

Power Roll + 4:

  • ≀11: 13 fire damage; slide 2
  • 12-16: 17 fire damage; slide 4
  • 17+: 22 fire damage; slide 6

🏹 Living Blaze (3 Malice)

Magic, Ranged, Strike Main action
πŸ“ Ranged 6 🎯 Two creatures or objects

Power Roll + 4:

  • ≀11: 15 fire damage
  • 12-16: 21 fire damage
  • 17+: 26 fire damage

Effect: The blaze ricochets, targeting one additional target within 4 squares of an original target and taking a bane against that target, or targeting two additional targets within 2 squares of an original target and having a double bane against those targets. The lightbearer makes one power roll against all targets.

🏹 Travel By Fire

Magic, Ranged Maneuver
πŸ“ Ranged 5 🎯 Two creatures or objects

Effect: The lightbearer can target themself with this ability. Each target takes 1d6 fire damage and teleports in a plume of smoke to swap places with the other target.

❗️ Emergency Beacon

- Triggered action
πŸ“ Self 🎯 Self

Trigger: The lightbearer takes damage.

Effect: The lightbearer emits a beacon of light until the start of their next turn. Each fire giant who has line of effect to the lightbearer has a double edge on abilities.

⭐️ Healing Heat

Any fire giant targeted by the lightbearer's damage-dealing abilities ignores the damage and instead regains Stamina equal to the damage that would have been dealt. If the lightbearer moves a fire giant using an ability, they can choose to ignore stability.

⭐️ Searing Skin

Whenever an adjacent enemy grabs the lightbearer or uses a melee ability against them, that enemy takes 5 fire damage.

Fire Giant Red Fist
Fire Giant, Giant - Level 9 Elite Brute EV 44
4
Size
8
Speed
240
Stamina
5
Stability
10
Free Strike
Fire 9
Immunity
-
Movement
- -
With Captain
-
Weakness
+4
Might
+2
Agility
0
Reason
+2
Intuition
+1
Presence

πŸ—‘ Flaming Punch (Signature Ability)

Melee, Strike, Weapon Main action
πŸ“ Melee 3 🎯 Two creatures or objects

Power Roll + 4:

  • ≀11: 14 fire damage; push 2
  • 12-16: 19 fire damage; push 4; A < 3 burning (save ends)
  • 17+: 23 fire damage; push 6; A < 4 burning (save ends)

Effect: A burning creature takes 1d6 fire damage at the start of each of their turns. A burning object takes 1d6 fire damage at the end of each round.

❇️ Caldera (5 Malice)

Area Main action
πŸ“ Special 🎯 Each enemy and object in the area

Power Roll + 4:

  • ≀11: The distance is a 2 burst; 8 fire damage; M < 2 pull 2
  • 12-16: The distance is a 3 burst; 12 fire damage; M < 3 pull 4
  • 17+: The distance is a 4 burst; 15 fire damage; M < 4 pull 6

Effect: The outermost squares of the area become a 1-square-tall wall of stone. The rest of the area is on fire until the end of the encounter. A creature who enters the area for the first time in a round or starts their turn there takes 3 fire damage.

πŸ‘€ Blazing Leap

- Maneuver
πŸ“ Self 🎯 Self

Effect: The red fist jumps up to 5 squares. Each creature adjacent to them when they land takes 5 fire damage.

❗️ Heat and Pressure

Melee Free triggered action
πŸ“ Melee 3 🎯 The triggering creature

Trigger: A creature within distance willingly moves or shifts away from the red fist.

Effect: The target makes a Might test. A target with fire immunity automatically obtains a tier 3 outcome.

  • ≀11: Weakened and slowed (save ends)
  • 12-16: Weakened (EoT)
  • 17+: No effect

❗️ Guardian Block

Melee Triggered action
πŸ“ Melee 3 🎯 Self

Trigger: An ally within distance is targeted by an enemy's ability.

Effect: The red fist becomes the target of the triggering ability, then can make a free strike against the enemy after the ability resolves.

⭐️ Searing Skin

Whenever an adjacent enemy grabs the red fist or uses a melee ability against them, that enemy takes 5 fire damage.

Frost Giant Storm Hurler
Frost Giant, Giant - Level 8 Elite Artillery EV 40
4
Size
7
Speed
180
Stamina
5
Stability
9
Free Strike
Cold 8
Immunity
-
Movement
- -
With Captain
-
Weakness
+4
Might
-1
Agility
0
Reason
0
Intuition
0
Presence

🏹 Ice Javelins (Signature Ability)

Magic, Ranged, Strike Main action
πŸ“ Ranged 15 🎯 Two creatures or objects

Power Roll + 4:

  • ≀11: 13 cold damage
  • 12-16: 18 cold damage; M < 3 bleeding (save ends)
  • 17+: 22 cold damage; M < 4 bleeding (save ends)

Effect: Whenever a creature bleeding this way takes damage from that condition, their speed decreases by 1 (to a minimum of 0) until that condition ends.

🏹 Flower of Frost (3 Malice)

Magic, Ranged Main action
πŸ“ Ranged 15 🎯 Special

Effect: The storm hurler throws three size 1L ice javelins into unoccupied squares within distance. Each javelin has 30 Stamina and fire weakness 5. At the start of the storm hurler's next turn, all javelins not destroyed explode in a shower of icicles. Each enemy and object within 3 squares of an exploding javelin makes an Agility test.

  • ≀11: 14 cold damage; push 4; bleeding (save ends)
  • 12-16: 11 cold damage; push 2; slowed (save ends)
  • 17+: 7 cold damage

πŸ—‘ Ice Dance

Melee Maneuver
πŸ“ Melee 1 🎯 One giant ally

Effect: The storm hurler and the target each shift up to 6 squares while staying adjacent to each other. The target can then jump up to 5 squares and make a free strike.

❗️ Frozen Retribution

- Triggered action
πŸ“ Self 🎯 Self

Trigger: The storm hurler is targeted by a ranged strike.

Effect: The triggering strike has a double bane. If the strike obtains a tier 1 outcome, the storm hurler uses Ice Javelins against the creature who made it.

⭐️ Kingdom of Isolation

The storm hurler is surrounded by a snowstorm. Any enemy who starts their turn within 2 squares of the storm hurler can't shift.

Frost Giant Wind Sprinter
Frost Giant, Giant - Level 8 Elite Harrier EV 40
4
Size
10
Speed
200
Stamina
5
Stability
8
Free Strike
Cold 8
Immunity
-
Movement
- -
With Captain
-
Weakness
+4
Might
+4
Agility
-1
Reason
0
Intuition
0
Presence

πŸ—‘ Cold Axe (Signature Ability)

Charge, Melee, Strike, Weapon Main action
πŸ“ Melee 3 🎯 Two creatures or objects

Power Roll + 4:

  • ≀11: 12 damage
  • 12-16: 17 damage; A < 3 bleeding (save ends)
  • 17+: 21 damage; A < 4 bleeding (save ends)

Effect: A target who is already bleeding takes an extra 1d6 cold damage.

πŸ‘€ Blizzard Surge (5 Malice)

- Main action
πŸ“ Self 🎯 Self

Effect: The wind sprinter shifts up to their speed and uses Cold Axe against each enemy who comes within 2 squares of them during the move. The wind sprinter makes one power roll against all targets.

πŸ—‘ Ice Dance

Melee Maneuver
πŸ“ Melee 1 🎯 One giant ally

Effect: The wind sprinter and the target each shift up to 6 squares while staying adjacent to each other. The target can then jump up to 5 squares and make a free strike.

❗️ Begone, Smallfolk!

- Triggered action
πŸ“ Self 🎯 Self

Trigger: The wind sprinter takes damage.

Effect: The wind sprinter moves up to their speed and uses Cold Axe against one target.

⭐️ Crush Underfoot

The wind sprinter can move through enemies' spaces at their usual speed. The first time on a turn that a wind sprinter enters a creature's space, that creature can choose to fall prone or to take 8 damage.

⭐️ Kingdom of Isolation

The wind sprinter is surrounded by a snowstorm. Any enemy who starts their turn within 2 squares of the wind sprinter can't shift.

Granite Stone Giant
Giant, Stone Giant - Level 8 Elite Defender EV 40
4
Size
7
Speed
247
Stamina
10
Stability
8
Free Strike
-
Immunity
Burrow
Movement
- -
With Captain
-
Weakness
+4
Might
+1
Agility
+1
Reason
+2
Intuition
+1
Presence

πŸ—‘ Jagged Stone Club (Signature Ability)

Melee, Strike, Weapon Main action
πŸ“ Melee 3 🎯 Two creatures or objects

Power Roll + 4:

  • ≀11: 12 damage
  • 12-16: 17 damage; R < 3 weakened (save ends)
  • 17+: 21 damage; R < 4 weakened (save ends)

Effect: If the target is already weakened, they are also bleeding (save ends).

❇️ Crag Burst (3 Malice)

Area Main action
πŸ“ 2 burst 🎯 Each enemy and object in the area

Power Roll + 4:

  • ≀11: 6 damage; push 2
  • 12-16: 10 damage; push 4
  • 17+: 14 damage; vertical push 4

Effect: The area is difficult terrain. Whenever a creature enters square in the area, they take 3 damage.

πŸ‘€ Castle Stone Shape

- Maneuver
πŸ“ Self 🎯 Self

Effect: The granite stone giant moves up to their speed and creates a 14 wall of stone in squares adjacent to the path of their movement.

❗️ Pillar

Melee Triggered action
πŸ“ Melee 3 🎯 The triggering creature or object

Trigger: A creature or object within distance moves or shifts away from the granite stone giant.

Effect: A 1-square pillar of stone rises 5 squares out of the ground beneath the target, who moves with the ground to its new elevation, then is vertical pushed 5 squares.

⭐️ Stonebreaker Flesh

Whenever an enemy obtains a tier 1 outcome on a melee ability used against the granite stone giant, they take a bane on that ability until the end of the encounter.

⭐️ Stone Steps

The granite stone giant ignores difficult terrain.

⭐️ Stone Swim

The granite stone giant can burrow through stone, but can't drag other creatures underground when they do so.

Hill Giant Clobberer
Giant, Hill Giant - Level 7 Elite Brute EV 36
4
Size
6
Speed
200
Stamina
5
Stability
8
Free Strike
Damage 3
Immunity
Climb
Movement
- -
With Captain
-
Weakness
+4
Might
-1
Agility
-1
Reason
-1
Intuition
-1
Presence

πŸ—‘ Clobberin' Club (Signature Ability)

Charge, Melee, Strike, Weapon Main action
πŸ“ Melee 3 🎯 Two creatures or objects

Power Roll + 4:

  • ≀11: 12 damage
  • 12-16: 17 damage; prone
  • 17+: 21 damage; prone

Effect: A target who is already prone takes an extra 12 damage.

πŸ—‘ Stomp (3 Malice)

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature or object

Power Roll + 4:

  • ≀11: 14 damage; prone
  • 12-16: 20 damage; prone; M < 3 can't stand (save ends)
  • 17+: 25 damage; prone; M < 4 can't stand (save ends)

Effect: In suitably soft ground, the target is entrenched in a 2-square deep hole.

❇️ Hill Quake

Area Maneuver
πŸ“ 3 burst 🎯 Each enemy in the area

Effect: Each target must make either a Might test or an Agility test.

  • ≀11: 6 damage; vertical push 3
  • 12-16: 2 damage; vertical push 2
  • 17+: Push 2

Effect: The clobberer can choose to fall prone in order to double the forced movement distance.

❗️ You Ain't Getting Away

Melee Triggered action
πŸ“ Melee 3 🎯 The triggering creature

Trigger: A creature within distance moves or shifts away from the clobberer.

Effect: The target makes an Agility test.

  • ≀11: Grabbed, and the target takes a bane on the Escape Grab maneuver
  • 12-16: Grabbed
  • 17+: No effect

2 Malice: A target who would be grabbed by this ability is instead either vertical pushed up to 5 squares; or they take 5 damage, are knocked prone, and can't stand until the end of their next turn.

⭐️ Destructive Path

The clobberer automatically destroys any mundane size 1 objects in their path when they move or are forced moved. They can break through any mundane wall made of wood, stone, or a similarly sturdy material this way as long as the wall is 2 squares thick or less.

⭐️ Distracted

Whenever the clobberer targets a creature or object with an ability, any enemy within distance of the ability can use a free triggered action to distract the clobberer. The clobberer targets that enemy instead.

Marble Stone Giant
Giant, Stone Giant - Level 8 Elite Hexer EV 40
4
Size
6
Speed
207
Stamina
10
Stability
8
Free Strike
-
Immunity
Burrow
Movement
- -
With Captain
-
Weakness
+4
Might
+3
Agility
0
Reason
+3
Intuition
0
Presence

πŸ”³ Marble From a Great Sling (Signature Ability)

Area, Ranged, Weapon Main action
πŸ“ 3 cube within 15 🎯 Each enemy and object in the area

Power Roll + 4:

  • ≀11: 6 damage; I < 2 dazed (save ends)
  • 12-16: 10 damage; I < 3 dazed (save ends)
  • 17+: 14 damage; I < 4 dazed (save ends)

Effect: If the target has any effect on them that can be ended by a saving throw or that ends at the end of their turn, they are also knocked prone.

πŸ—‘ Far Flung (3 Malice)

Melee, Weapon Main action
πŸ“ Melee 1 🎯 One creature or object

Power Roll + 4:

  • ≀11: Vertical push 7
  • 12-16: Vertical push 10
  • 17+: Vertical push 12

Effect: Against a target who is prone or grabbed, this ability has a double edge.

πŸ”³ Polish Stone Shape

Area Maneuver
πŸ“ 10 x 2 line within 1 🎯 Special

Effect: The ground in the area becomes slick and glossy. Any non-giant who starts or ends their turn in the area is knocked prone and slides 2 squares.

❗️ Break Armor (1 Malice)

- Triggered action
πŸ“ Self 🎯 Self

Trigger: The marble stone giant takes damage.

Effect: The marble stone giant halves the damage, and has damage weakness 3 and a +3 bonus to speed until the end of the encounter. The damage weakness increases by 3 each time the marble stone giant uses this ability in the same encounter.

⭐️ Stonebreaker Flesh

Whenever an enemy obtains a tier 1 outcome on a melee ability used against the marble stone giant, they take a bane on that ability until the end of the encounter.

⭐️ Stone Steps

The marble stone giant ignores difficult terrain.

⭐️ Stone Swim

The marble stone giant can burrow through stone, but can't drag other creatures underground when they do so.

Fire Giant Chief
Fire Giant, Giant - Level 9 Leader EV 44
5
Size
10
Speed
240
Stamina
10
Stability
9
Free Strike
Fire 10
Immunity
-
Movement
- -
With Captain
-
Weakness
+5
Might
+3
Agility
0
Reason
+2
Intuition
+3
Presence

πŸ”³ Roiling Fist (Signature Ability)

Area, Ranged, Weapon Main action
πŸ“ 3 cube within 4 🎯 Each enemy and object in the area

Effect: Each target makes either an Agility test or an Intuition test.

  • ≀11: 18 fire damage; prone; weakened (save ends)
  • 12-16: 14 fire damage; prone
  • 17+: 9 fire damage

πŸ—‘ Burning Kick

Charge, Melee, Strike, Weapon Main action
πŸ“ Melee 4 🎯 Two creatures or objects

Power Roll + 5:

  • ≀11: 14 damage; push 5; A < 3 9 fire damage
  • 12-16: 19 damage; push 10; A < 4 9 fire damage
  • 17+: 23 damage; push 15; A < 5 9 fire damage

πŸ”³ Lava Pillar (3 Malice)

Area, Ranged Maneuver
πŸ“ 3 cube within 10 🎯 Each enemy and object in the area

Power Roll + 5:

  • ≀11: 5 fire damage; M < 3 vertical push 3
  • 12-16: 7 fire damage; M < 4 vertical push 4
  • 17+: 9 fire damage; M < 5 vertical push 5

❗️ Fuel the Fire (1 Malice)

Ranged Triggered action
πŸ“ Ranged 12 🎯 The triggering ally

Trigger: A fire giant ally within distance makes a strike.

Effect: The strike has a double edge and deals an extra 10 fire damage.

☠️ Forward! (Villain Action 1)

Area -
πŸ“ 10 burst 🎯 Self and each ally in the area

Effect: Each target shifts up to their speed and can make a free strike. Any enemy who takes damage from a free strike this way and who has A < 4 is burning (save ends). A burning enemy takes 1d6 fire damage at the start of each of their turns.

☠️ Burning Legion (Villain Action 2)

Ranged -
πŸ“ Ranged 15 🎯 Special

Effect: The chief shifts up to 10 squares. Five fire giant fireballer then arrive in unoccupied spaces within distance.

☠️ All to Cinders (Villain Action 3)

Area -
πŸ“ 10 burst 🎯 Self and each fire giant ally in the area

Effect: Each target unleashes a wave of fire, and each enemy within 2 squares of any target makes an Agility test. An enemy affected by two targets takes a bane on the test, while an enemy affected by three or more targets has a double bane.

  • ≀11: 18 fire damage
  • 12-16: 14 fire damage
  • 17+: 9 fire damage

⭐️ Scorching Skin

Whenever an adjacent enemy grabs the chief or uses a melee ability against them, that enemy takes 9 fire damage, and if they have M < 4 they are weakened (save ends)